Well, as much as i like to see new art here, Sidzh have you given a look to "Battle for Wesnoth" sprites?. The whole game is under open license, maybe its not what you are looking for, but they are nice.
Hi, the 3d mesh looks fine, but you need to refine the texturing(most of them are stretched). Why did you put a green texture on the blade(trees reflection?)?
Yes, i would like to make a small program that outputs what i want, then i can just paste the results on the neccesary txt. I have a C base, so at least the basic are there. The ligther the thing, the better; i just need a few text input boxes, check boxes and a couple of button that will randomize/generate.
I can only offer little help, but it seems your filter(?) is only affecting the "background" layer and doing nothing on the "object" layer, thats the layer where the rocks, trees and the like are.
Hello, the game shows promise even as barebones as it is. I want to give you one advice, you need to remade that webpage to something more attractive.
And you can easily get a ton more of enemy ships here on OGA.
1, Actually, the result is the same, but with "bonus=" you get some flavour text, see pic below
2, yes again, see pic. Damage mirror is also possible:
"return_damage | Deals a percentage of the damage taken back to the attacker", hp and mp steal is also possible.
3, Unless declared differently all damage is physical, so "abs=" works for it, i dunno if there is an all elements resistance, i do them 1 by 1. "resist_percent" is more useful as it lets you declare a % instead on an integral value.
4, i want to know that as well.
5, i dont understand your question, but you can cap how much item fall of 1 kind:
# normal clothes
loot=10,100,5,10 (so item=Shirts falls with 100% chance in quantities between 5 and 10)
This is declared in /loot folder
6, sorry, no idea, but i think it only affects the declared power, need confirmation on that one.
7, different to the ones at the end of the page(hp, hp_regen...)? i want to know that as well.
Item code from pic:[item]
id=21
name=Leather belt
flavor=keeps your pants on.
INCLUDE items/base/belt.txt
abs=1,2
bonus=dmg_melee_min,100
bonus=dmg_melee_max,200
bonus=absorb_min,2
bonus=return_damage,100
price=100
level=1
Well, as much as i like to see new art here, Sidzh have you given a look to "Battle for Wesnoth" sprites?. The whole game is under open license, maybe its not what you are looking for, but they are nice.
Hi Puffolotti, i guess the base 3d models are yours, will you share them as well?
Hi, the 3d mesh looks fine, but you need to refine the texturing(most of them are stretched). Why did you put a green texture on the blade(trees reflection?)?
Screens looks very nice, but post is from two years ago, which are the updates?
Thanks, it helped to define what i want a bit. I fully know everything in flare is complex, not for the faint hearted.
Thanks guys, i guess there is nothing easy on this life. I will get back to you when i start this creature.
Yes, i would like to make a small program that outputs what i want, then i can just paste the results on the neccesary txt. I have a C base, so at least the basic are there. The ligther the thing, the better; i just need a few text input boxes, check boxes and a couple of button that will randomize/generate.
I can only offer little help, but it seems your filter(?) is only affecting the "background" layer and doing nothing on the "object" layer, thats the layer where the rocks, trees and the like are.
Hello, the game shows promise even as barebones as it is. I want to give you one advice, you need to remade that webpage to something more attractive.
And you can easily get a ton more of enemy ships here on OGA.
I hope you keep working on it and improving.
Ill try to help:
1, Actually, the result is the same, but with "bonus=" you get some flavour text, see pic below
2, yes again, see pic. Damage mirror is also possible:
"return_damage | Deals a percentage of the damage taken back to the attacker", hp and mp steal is also possible.
3, Unless declared differently all damage is physical, so "abs=" works for it, i dunno if there is an all elements resistance, i do them 1 by 1. "resist_percent" is more useful as it lets you declare a % instead on an integral value.
4, i want to know that as well.
5, i dont understand your question, but you can cap how much item fall of 1 kind:
# normal clothes
loot=10,100,5,10 (so item=Shirts falls with 100% chance in quantities between 5 and 10)
This is declared in /loot folder
6, sorry, no idea, but i think it only affects the declared power, need confirmation on that one.
7, different to the ones at the end of the page(hp, hp_regen...)? i want to know that as well.
Item code from pic:[item]
id=21
name=Leather belt
flavor=keeps your pants on.
INCLUDE items/base/belt.txt
abs=1,2
bonus=dmg_melee_min,100
bonus=dmg_melee_max,200
bonus=absorb_min,2
bonus=return_damage,100
price=100
level=1
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